Chaos Emeralds (No Music)
When a player has this buddy equipped, the Chaos Emeralds will travel across the stage, which you can take for yourself.
Attack enemies to take their Emeralds until you have all seven, then transform by double-jumping!
You take 1% damage per second while transformed, and you lose the form upon getting KO’ed, so make it count!
Bar-kun‘s Sonic can transform into Super Sonic with this buddy!
Get him here: https://steamcommunity.com/sharedfiles/filedetails/?id=3039831352
(I wonder, what’s the Super Form of Super Sonic…?)
Want some music?
Here’s a version with Sonic Frontiers music: https://steamcommunity.com/sharedfiles/filedetails/?id=2906569843
These are the perks granted by the Super transformation:
- Turbo Mode: Cancel any attack on hit!
If Turbo is already enabled in the match settings, you can cancel any move into itself as well! - Hyper Strongs: You instantly charge your strong attacks!
- +5 Jumps: You can jump five more times, as well as perform strong attacks in the air! (One aerial strong per airtime)
- +5 Airdodges: You can airdodge five more times as well! (Uses same counter as the jumps.)
- Pratfall Cancel: You can exit pratfall early, but this uses 2 of your extra jumps/airdodges.
- Dodge Cancel: You can cancel any move into dodge, even on whiff.
- Super Armor: All attacks have super armor until you reach 100% damage.
- Damage Erasure: Upon transforming, you will be reset to 0% damage.
Hints:
- Dealing more damage to an opponent makes them drop more Emeralds.
- On death, all of a players Chaos Emeralds will be sent back to the queue.
- Obama comes with a voice line upon transforming.
- In Training mode, taunting will give Player 1 six of the Chaos Emeralds.
Attention, Modders!
Character compatibility is available for the Chaos Emeralds using the following variables:
Read these variables after a ‘variable_instance_exists’ function:
- ‘super_form_active’: Whether or not your character is transformed.
- ‘chaos_emerald_count’: How many Chaos Emeralds your character has.
Put these variables in the ‘init’ function:
- ‘super_form_transform_sound’: An additional sound your character will play upon transforming. (For instance, a voice line.)
- ‘super_form_aura’: The colour of the glow your character gets upon transforming. (Default: c_yellow)
- ‘super_form_transformation_attack’: The attack ID to use when transforming. Useful for characters like Sonic who have a transformation animation as an attack.
These variables exist on the Music version of the buddy, but won’t do anything here:
- ‘super_form_music’: The music loop your character will play upon transforming. (Preferably, seamless looping music, like the loop part of a BRSTM.)
- ‘super_form_music_start’: The music intro your character will play upon transforming. (Preferably from seamless looping music, like the intro part of a BRSTM.)
- ‘super_form_music_length’: The EXACT length of the music intro (in seconds and milliseconds). This is required for the loop to function correctly.
Known Issues:
- Particles don’t appear in Practice mode. (This was to prevent a crash.)